Searched refs:imageUnitIndex (Results 1 – 4 of 4) sorted by relevance
/external/angle/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 238 for (size_t imageUnitIndex = 0; imageUnitIndex < mImages.size(); imageUnitIndex++) in deleteTexture() local 240 if (mImages[imageUnitIndex].texture == texture) in deleteTexture() 242 bindImageTexture(imageUnitIndex, 0, 0, false, 0, GL_READ_ONLY, GL_R32UI); in deleteTexture() 954 for (size_t imageUnitIndex : executable->getActiveImagesMask()) in updateProgramImageBindings() local 956 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateProgramImageBindings() 960 bindImageTexture(imageUnitIndex, textureGL->getTextureID(), imageUnit.level, in updateProgramImageBindings() 966 bindImageTexture(imageUnitIndex, 0, imageUnit.level, imageUnit.layered, imageUnit.layer, in updateProgramImageBindings()
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/external/angle/src/libANGLE/ |
D | State.cpp | 2994 for (size_t imageUnitIndex : mExecutable->getActiveImagesMask()) in syncImagesInit() local 2996 Texture *texture = mImageUnits[imageUnitIndex].texture.get(); in syncImagesInit() 3054 for (size_t imageUnitIndex : mDirtyImages) in syncImages() local 3056 Texture *texture = mImageUnits[imageUnitIndex].texture.get(); in syncImages() 3200 for (size_t imageUnitIndex : executable.getActiveImagesMask()) in onProgramExecutableChange() local 3202 Texture *image = mImageUnits[imageUnitIndex].texture.get(); in onProgramExecutableChange() 3245 for (size_t imageUnitIndex : programPipeline->getExecutable().getActiveImagesMask()) in onProgramPipelineExecutableChange() local 3247 Texture *image = mImageUnits[imageUnitIndex].texture.get(); in onProgramPipelineExecutableChange()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | StateManager11.cpp | 2776 GLint imageUnitIndex = in applyTexturesForSRVs() local 2778 ASSERT(imageUnitIndex != -1); in applyTexturesForSRVs() 2779 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForSRVs() 2802 GLint imageUnitIndex = mProgramD3D->getImageMapping(shaderType, imageIndex, false, caps); in applyTexturesForUAVs() local 2803 ASSERT(imageUnitIndex != -1); in applyTexturesForUAVs() 2804 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForUAVs()
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/external/angle/src/libANGLE/renderer/vulkan/ |
D | ContextVk.cpp | 3740 for (size_t imageUnitIndex : activeImages) in updateActiveImages() local 3742 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateActiveImages() 3752 mActiveImages[imageUnitIndex] = textureVk; in updateActiveImages() 3764 gl::ShaderBitSet shaderBits = activeImageShaderBits[imageUnitIndex]; in updateActiveImages()
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